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Hit and Run Tactics: Difference between revisions

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** Pyros used to built for this tactic. With not too high health, but quite decent speed, and even a weapon that does continues damage after you've stopped firing, a Pyro who knows the ol' "set 'em on fire and then run the Hell away" tactic is extremely effective. Though later additions to the game gave the players much more ways to stop burning, making this tactic less reliable.
** The ''Team Fortress 2'' mod 'VS Saxton Hale' is built around this. One player is chosen as the Saxton Hale character at the beginning of the round, and all the other players are trying to kill him. Saxton has massive health and can kill most classes in one punch, but he is restricted to melee, with a couple of charge and stun special moves. Basically the only way to beat him is for everyone to kite him from afar, maybe rushing in for a daring (and profitable) melee attack if he's not looking. If he catches you, it's all over!
* The Inferno Plasmid from ''[[BioshockBioShock (series)]]'' encourages this tactic in its description!
* Evoked in achievement in the ''[[Left 4 Dead 2]]'' DLC ''The Passing'' that requires four players to "kill" a Tank in the finale by simply running around and letting the original Survivors whittle away its health. It's called "[[Punny Name|Kite Like A Man]]".
* The [[Elite Mooks|SBDs]] in [[Republic Commando]] are incredibly predictable when it comes to melee combat. Run up, melee, run back while they swing their arm at you, run up before they can aim their blasters, melee, run back, etc...
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* In ''[[Final Fantasy XI]]'', kiting is broken up into normal kiting, where healers can be attacked if the kiters don't keep the mob's attention, and "super-kiting," where due to how the game's enmity system works, a kiter can be healed infinitely without having to do anything other than run. For obvious reasons, the latter doesn't work against many bosses.
* Heck, just about any MMORPG that has ranged attackers as characters will have them doing this when playing solo, as they're usually quite [[Squishy Wizard|squishy]] and won't last long in a serious melee. It's especially common with archers, who are typically [[Nerf|not allowed to outdamage the mages]] despite being a DPS class and usually end up as a support class as a result.
* This is practically a required tactic when doing high level missions in ''[[EveEVE Online]]'', especially when going it alone. Turns out fighting off four dozen battleships, twice as many battlecruisers, and a handful of spider Frigates in your [[One-Man Army|one single Battleship]] is a bit much.
 
 
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== Wide-Open Sandbox ==
* ''[[Red Faction]]:Guerrilla'', as the name implies, heavily encourages this. In fact, some structures and bases are nearly impossible to take down without using such tactics, as unless you're using [[Humongous Mecha|a Walker]], the EDF '''will''' swarm you and gun you down with ease, even with the best weapons and armor, and given [[Stuff Blowing Up|the nature of this game]], cover never lasts long.
* ''[[Mount and& Blade]]'' features this tactic being used by [[Goddamn Bats|Khergit horse archers and steppe bandits]] who will often circle around you or away from your force and pelt you with arrows thanks to their uncanny accuracy. Approaches [[Demonic Spider]] levels for starting characters. Of course, the game itself provides a skill which allows the player to do the same thing. [[Hoist by His Own Petard|Cue riding circles around enemy teams and picking them off with arrows.]]
* Some of ''[[Prototype (video game)|Prototype]]'''s [[The War Sequence|War events]] can only be beaten within a reasonable timeframe like this. More specifically, the events where you are pitted against infected while wielding a grenade launcher. Since the weapon's splash damage will knock you on your back and cost you valuable seconds, fighting [[Elite Mook|Hunters]] takes the form of targeting the Hunter and running backwards(or using the hang time during a jump) while [[Button Mashing]] the fire button (taking advantage of the infinite ammo for the duration of the event). Although it takes quite a few hits to kill a Hunter with a grenade launcher, hitting it repeatedly will essentially stunlock it.
 
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